SteinerX

SteinerX

Joined Member # 3194349
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[quote]Warlock (without small detail - flak turell etc). All model - 9118 poly. If "cut" turret [too many poly] ~ 8000. But maybe reduce poly.[/quote] Sweet! It's great! Wonderful work, yet again, Zvezdochets! [quote]P.S: If Fileosoft make new "low-poly" "Thunderbolt" model - it's very good! I not advanced modeller. When he make model and he has less 1.7k poly, better add Fileosoft model.[/quote] Will a

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[quote]In plan few ships, but i not be spoiled To SteinerX: i certainly send all models to TobiWahn_Kenobi - all together, on next week. If who be modelled - please say there.[/quote] Zvezdochets what ships have you and are currently modelling for EA? Fileosoft has offered to help us with some models!!! So he can work on the ones you haven't started yet! Thanks again Zvezdoche

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[quote]P.P.S: on image - interceptor "Thunderbolt" launch two anti ship rockets in vasari scout. I did three types weapons, and i think missile need use only on capship [add in .entity][/quote] Very nice to see the Thunderbolt in Sins ... any more screen shots of it? The image link seem to be down ... Great work Zvezdochets! Again!

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[quote]well i dont think they need an expansion for that, it seems like it could be done through a patch. and what was #3?[/quote] Expansion or patch would be wonderful! 3# was: "3.) Will there be support for moving sections or animations in meshes?" ans. "3.No. But keep in mind people have used animated particle meshes to accomplish this indirectly. Details are in the forums and movies are on youtube." 1/2/4 patch or otherwise would b

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Following this email: From Tobiwahn to Blair: "1.) Do you plan on lifting the hardcoded limit of 3 weapons per ship? 2.) Can there be a possibility of restricting the firing angle of a weapon (or to only have it fire in a straight line)? ... 4.) Will it be at some point possible to have weaponemitters only fire when they are facing the same dirction as the weaponsbank actually firing?" Response: "1.Under

59 Replies 143,685 Views

[quote]Image has 1.100k polygons with quads, about 1.700k with triangles. This is as good as it gets. Now I need to make UV Map and texturing... [/quote] Tobiwahn: Fileosoft has mentioned that the poly count is a bit high for a fighter, and we'd need to reduce it, but he maybe able to help retain the shape and reduce the poly: example: Tie bomber http://sri-corp.com/Forum/index.php?topic

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Tobiwahn: Great textures on the models! Zvezdochets: My own view would be perhaps ... Starfuries/Thunderbolts because the models would be seen often as hangers/capships/carriers spawn lots of them. or the ship you mentioned - superheavy fighter or a capitalship But, I'm just happy to see the ships in-game! Tobiwahn: what are your thoughts?

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[quote]How would you like to report bugs for this mod? Any particular place or formatt? I tried out the minbari the other day and noticed that some of the tech tree will not select. In addation you can reasurch docks for space stations in the tech tree but you can not buy docks in the actual spacestation. Also great work on the mod so far! It is going to be so awsome to finally have a B5 space game like this![/quote] Thanks for playtesting this pre-alpha mod!

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